Recent work has been mostly more cleanup. I've got the look and feel of the ship interface pretty close to how I want it, but I will let a real artist have a go at sprucing it up some in the future. Right now it's pretty plain and utilitarian, but that sort of appeals to me in a way.
I've also been doing some planning work and pretty much have the road map laid out to finish up ship functionality. It's a larger list than I thought, and will require some colony functionality as well, but I'm chewing up small chunks of the work at a fairly regular pace these days. I try to make myself commit at least a few lines of code each day, even if it's just fixing a bug or adjusting the look and feel just a bit.
The next major chunk I've started on is a total rewrite of the asteroid field functionality. I had originally intended each asteroid to be a separate small planet that you would orbit and land on, but I didn't really like the way it was looking and didn't want a huge list of 20 to 30 rocks that you had to choose from. After getting the asteroid graphics back from Jake last year, I had an "Asteroid Epiphany" and decided that I would make asteroid fields be just like planet maps.
Instead of "orbiting a planet" you can "enter asteroid field" and something like a 25x25 map will be displayed, with the asteroids being made up of squares on the map. A lot of the squares will be empty space that you can't interact with, but the others will be treated just like planet squares that you can scan or land on.
I should have a screenshot up later this week. I think it's going to look pretty sweet.